未验证 提交 591c558a 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #15080 from WestLangley/dev-glsl_world_dir

Cube and Equirect shaders: improve nomenclature
......@@ -2,11 +2,11 @@ uniform samplerCube tCube;
uniform float tFlip;
uniform float opacity;
varying vec3 vWorldPosition;
varying vec3 vWorldDirection;
void main() {
gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );
gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );
gl_FragColor.a *= opacity;
}
varying vec3 vWorldPosition;
varying vec3 vWorldDirection;
#include <common>
void main() {
vWorldPosition = transformDirection( position, modelMatrix );
vWorldDirection = transformDirection( position, modelMatrix );
#include <begin_vertex>
#include <project_vertex>
......
uniform sampler2D tEquirect;
varying vec3 vWorldPosition;
varying vec3 vWorldDirection;
#include <common>
void main() {
vec3 direction = normalize( vWorldPosition );
vec3 direction = normalize( vWorldDirection );
vec2 sampleUV;
......
varying vec3 vWorldPosition;
varying vec3 vWorldDirection;
#include <common>
void main() {
vWorldPosition = transformDirection( position, modelMatrix );
vWorldDirection = transformDirection( position, modelMatrix );
#include <begin_vertex>
#include <project_vertex>
......
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